Baldur's Gate 3 - Locations

The major regions and hubs of Baldur's Gate 3 in rough order of encounter, from the nautiloid prologue through Act 1's Wilderness and Underdark, Act 2's Shadow-Cursed Lands, and Act 3's Rivington and Baldur's Gate. Each area is a self-contained map with its own quests, merchants and level band, and...
of 16 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Nautiloid Prologue / Tutorial The mind flayer ship that opens the game, a living vessel of tentacles and psionic machinery caught in a war between illithids and githyanki red dragons. Avernus and the Material Plane Transponder control room Mind flayer helm and the ship's command deck Shadowheart's pod Lae'zel's cage and the githyanki boarding party
Ravaged Beach Starting Area The crash site on the Sword Coast where the party wakes up, scattered with nautiloid wreckage, intellect devourers and the first recruitable companions. The Wilderness (Act 1) Nautiloid wreckage and the crashed helm Dank Crypt and the Chapel of Jergal Astarion's ambush spot Gale's malfunctioning portal
Emerald Grove Hub A druid circle built into a cliff face and, at the start of the game, a refugee camp for tieflings fleeing Elturel. The Wilderness (Act 1) The Hollow (merchant Arron, Mattis and the tiefling children) Sacred Pool and the druid ritual circle Dammon's forge Nettie's infirmary and the hidden passage to the Underdark
Goblin Camp Enemy Stronghold A ruined Selûnite temple overrun by the Absolute's goblin warband, with a courtyard of drunken goblins, a worg pen, a war room full of True Souls and the defiled sanctum below. The Wilderness (Act 1) Worg Pens (Halsin's cage) Dror Ragzlin's throne room Minthara's war room Defiled Temple and the passage to the Underdark
Blighted Village Ruined Settlement A village abandoned after the Absolute's raids and now used as a forward base, notable for the windmill, the apothecary's cellar, the blacksmith's forge and the barn that should not be opened. The Wilderness (Act 1) The windmill and the barn Apothecary's cellar and the hidden basement Whispering Depths and the Phase Spider Matriarch Well shaft descent
The Underdark Region A vast subterranean region reached through the Defiled Temple, the Zhentarim hideout or the grove's hidden passage, and the alternative route to Act 2. Beneath the Sword Coast (Act 1) Myconid Colony and Sovereign Spaw Selûnite Outpost Duergar beach and the Grymforge docks Arcane Tower and the Society of Brilliance
Grymforge Dungeon An ancient dwarven forge city half-submerged in lava, occupied by duergar slavers working for the Absolute and haunted by the Adamantine Forge's guardian, Grym. The Underdark (Act 1) Adamantine Forge and the Grym guardian Deep gnome slave pens Ancient forge moulds The collapsed bridge to the Shadow-Cursed Lands
Rosymorn Monastery Dungeon / Crèche A Lathanderite monastery on the Mountain Pass, now occupied by Crèche Y'llek, a githyanki nursery and military outpost. Mountain Pass (Act 1) Crèche Y'llek and the zaith'isk Inquisitor W'wargaz's chambers Blood of Lathander reliquary The Dawnmaster's hidden vault
Last Light Inn Hub The only safe haven in the Shadow-Cursed Lands, held by Jaheira's Harpers under a dome of Selûnite light maintained by Isobel. Shadow-Cursed Lands (Act 2) Isobel's ward and the inn's upper floor Jaheira's war table Dammon's Act 2 forge The Mason's Guild cellar and the hidden path to Moonrise
Moonrise Towers Enemy Stronghold Ketheric Thorm's fortress and the Absolute's regional headquarters, standing at the centre of the shadow curse. Shadow-Cursed Lands (Act 2) Throne room and Ketheric's audience chamber The tower prison and Wulbren's cell Mind Flayer Colony and the Brain Jar Myrkul's altar and the apostle arena
Gauntlet of Shar Dungeon A vast Sharran trial complex beneath the Grand Mausoleum, consisting of the Umbral Gem trials, the Soft-Step, Self-Same and Faith-Leap puzzles, and the Shadowfell beyond them. Shadow-Cursed Lands (Act 2) Umbral Gem trials Silent Library and the ritual circle Shadowfell and the Nightsong's prison Balthazar's chambers
Rivington Town The outer district of Baldur's Gate and Act 3's landing point, a refugee-choked town of stables, a circus, a requisitioned warehouse and the Open Hand Temple. Baldur's Gate outskirts (Act 3) Circus of the Last Days Open Hand Temple The requisitioned barn and the Zhentarim South Span checkpoint into Wyrm's Crossing
Baldur's Gate (Lower City) City Hub The heart of Act 3 and the largest single map in the game, packed with the guild's politics, three companion quests and the Dead Three's operations. Baldur's Gate (Act 3) Elfsong Tavern (Act 3 campsite) Sorcerous Sundries Cazador's Palace The Guild hall and Nine-Fingers Keene Sewers and the Bhaal temple approach
Wyrm's Rock Fortress Fortress The Archduke's seat and the gateway between Wyrm's Crossing and the Lower City, guarded by Gortash's Steel Watchers. Baldur's Gate (Act 3) Coronation hall and Gortash's audience Fortress prison The submersible dock to the Iron Throne Steel Watch foundry approach
The House of Hope Optional Dungeon Raphael's residence in the Nine Hells, reached through a portal in the Devil's Fee, and the single best optional dungeon in the game. Avernus The Archive and Helsik's portal Raphael's boudoir The prison of Hope The Orphic Hammer vault
The Iron Throne Timed Dungeon An underwater prison holding the gondian engineers Gortash needs for his Steel Watch, reachable only by submersible from Wyrm's Rock. Under the harbour of Baldur's Gate Cell block A and the gondian engineers Duke Ravengard's cell The flooding corridors Submersible dock
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